I haven't seen this asked before so I thought I would see if anyone knows the answer.
So far, we have seen players walking around in towns and in dungeons, and when we are shown a map, we see a drawn map with circles on it indicating points of interest. How do we travel between them? Do we leave by a city gate and then get a travel map, click on the destination point, and just load right into it, or do we leave the town map and enter the wilds and have to travel cross-country to get to our destination.
In Star Trek Online, when we leave a ground zone, we are in an orbital space zone. If we leave that zone, we are in a sector block zone. Does Neverwinter have the same hierarchy of traversable territory?
Because I have yet to read or hear anything on that. Anyone else know?
Thanks...
I'm not really a John Galt,
but I play one on the forums...
:P
Yes, from beta, you would go to a town gate, select "travel" and then the world map would show up and you would select your destination. Unfortunately, all the destinations are disabled and you cannot freely travel to them until you receive a quest in that location. There is no free exploration. :mad:
Yes, from beta, you would go to a town gate, select "travel" and then the world map would show up and you would select your destination. Unfortunately, all the destinations are disabled and you cannot freely travel to them until you receive a quest in that location. There is no free exploration. :mad:
Good.
Do you realize what this means? It means that technically they can add a massive number of destinations to the game. Cities can be expanded upon. Even player cities could in theory be added without the typical issues such as limited world space to build in. And if the actual scale of a map is left ambiguous, then technically speaking two points located right next to each other could in theory have several miles between them.
It also means that if people want to group together they need only invite each other and then travel to the desired location. That way everyone can get on with their gameplay rather than spending time waiting for everyone to travel from one side of the land to the other.
I am all for exploring open ranges between points of interest, but how often in D&D does a party go off exploring an expanse of jungle with no specific objective.
The ability to connect zones together could make exploring a region interesting, so if there is a mountain range, there could be a linke to explore it and it can be filled with potential spots where mobs or treasure can spawn.
I'm not really a John Galt,
but I play one on the forums...
:P
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Encounter Matrix | Advanced Foundry Topics
Good.
Do you realize what this means? It means that technically they can add a massive number of destinations to the game. Cities can be expanded upon. Even player cities could in theory be added without the typical issues such as limited world space to build in. And if the actual scale of a map is left ambiguous, then technically speaking two points located right next to each other could in theory have several miles between them.
It also means that if people want to group together they need only invite each other and then travel to the desired location. That way everyone can get on with their gameplay rather than spending time waiting for everyone to travel from one side of the land to the other.
I am all for exploring open ranges between points of interest, but how often in D&D does a party go off exploring an expanse of jungle with no specific objective.
The ability to connect zones together could make exploring a region interesting, so if there is a mountain range, there could be a linke to explore it and it can be filled with potential spots where mobs or treasure can spawn.
but I play one on the forums...
:P